Preview: dod_foresthill (working title)
dod_foresthill
Axis forces have been surrounded and forced to make a last stand on a forest hillside. Survival depends on their ability to withstand the allied advances and maintain control of the hill until reinforcements arrive to relieve them.
Axis Objective: Hold the three bunkers until relief comes.
Allied Objectives: Storm the Axis position on the hill and secure the 3 primary bunkers.
The map is pretty early in development but the basic brushwork is laid out. There are a lot of models in this map and it is wide open so the e_poly is fairly high. However, most machines seem to run it fine so long as they are not running software mode. If you need software mode then unfortunately this map will run horribly for you.
Oh, BTW, it's not this dark in game. =) But it is kinda dark in some spots. I know a lot of folks haven't figured out how to set their gamma and brightness up yet so I'm sorry for them...but those of us who have love these sorts of maps.
Anyhow, here's some early pics:
PICS (http://209.63.57.251/foresthill/index.html)
Monk
Capt Winter
08-31-2003, 04:13 PM
Its too dark to even see what the map looks like, make an overview Id like to see an overview. From you discription map sounds like it has protential and it gave me an idea of a map. good luck and if u release any more pics make sure we can see them.
If you can't see them then you can always DL them and use something to brighten them. They are plenty bright on my system as well as everyone I play with so there's no issue for us.
Anyhow, since hardly anyone plays custom maps I cater to my own crowd and we like them dark. I can get you an overview though as soon as I make one. This map was highly experimental though and is not one I'm spending a ton of time on. I have 3 others that are near completion which are getting the bulk of my time.
Oh, by the way, in game it isn't nearly as dark as I mentioned (if I didn't I meant to). The shadows and lighting look sweet (in my opinion) and reflect the woods I based this on (near Bellingham WA if you're wondering).
Monk
Mystic Cobra
08-31-2003, 04:45 PM
Looks ok from what i can make out from the screens. imo you should change the grass texture, it looks like hay :rolleyes:
Neutrino
08-31-2003, 05:00 PM
i like it. The lighting looks good too
*RAR*
08-31-2003, 05:30 PM
A tad bit too dark for my taste... Good work though!
Err, there is no grass. It is twigs and dirt...I took several reference pictures while I was in Washington and that's pretty darn close to how it looks (minus the billions of plants of course...gotta work those in somehow). It's a lot easier to see in a larger pic. I'll maybe upload some better pics later. Working on a different map just now. =)
One side note about my maps...I go much more for wide open gameplay and ambience. If you ever try my maps you'll see what I mean. They aren't like the official maps much in how they play. A lot more gritty and nasty. I try to build them towards teamwork where basically you won't win by yourself.
Anyhow...just fyi in case anyone cares...now back to work.
Monk
Sly Assassin
08-31-2003, 07:29 PM
looking great so far mate. I like the setting you've got for the map, and I also like nasty gritty maps that make people work as a team to get the objectives.
Keep up the good work ;) can't wait till release bud :D
Plato
08-31-2003, 07:36 PM
Well, it delivers what the title implies.
Here's a quick overhead. It'll take some work to show one with all the trees since I can only get a hammer shot of that and not a very good one at that. The way it is built prevents a decent quality overhead shot from being taken. The lighting is odd in this but in game is quite a bit different. The bunker system as noted on the image has multiple levels but you'll have to see the in game map to get a better understanding of that.
I can't really explain how poorly pics present the map. It's really quite beautiful in game with all the trees and the light streaming down etc. Ah well...
So, without further ado: Overhead Pic (http://209.63.57.251/images/overhead.png)
Monk
travis
09-01-2003, 12:16 AM
i expect to see the r_speeds soar even higher .....
Actually, they aren't going to go up much at all. It's possible that the e_poly may even come down with some of the refining work I'm doing on the exterior parts. As far as interiors go, there is plenty of vis blocking so the work inside doesn't leak out and as I mentioned in the link there is no use of hint brushes yet which will remove any threat of the interior affecting the exterior. But anyhow, we'll see.
Monk
Kehldon
09-01-2003, 02:31 AM
Monk, for the love of God, dont save screenshots in png format, try some compressed formats like gif or jpg. :|
Looks very nice.
Bear in mind there are a LOT of models on this map so the e_poly is kinda high. =)
Maybe u can use the same technique that 3D_Mike uses for his trees, like in DOD_STUKA, CS_GREENHOUSE.
Then u will be able to put lots of trees in this map wifout the worry of e_poly.
Kehldon
09-01-2003, 04:35 AM
Originally posted by RA7
Maybe u can use the same technique that 3D_Mike uses for his trees, like in DOD_STUKA, CS_GREENHOUSE.
Then u will be able to put lots of trees in this map wifout the worry of e_poly.
What 3D_Mike did was making the tree out of brushes and the leaves out of z-locked sprites which was great when you couldn't use models, but I doubt you will get a preformance increase by using even a simpel version, with few brushes, of that now compared to models. I think you are going to loose some of the beauty aswell as todays models are quiet detailed.....
Yeah, I rather liked his trees and I've experimented with z-locked sprites a fair bit. The real issue is finding the right balance between models, sprites, and brushes.
Sorry about the png. =) I was in a hurry and forgot to check the file sizes. I love pngs though. No color loss. Mmmm...
Monk
About zee trees, maybe u can combine them..:-)
TheNomad
09-01-2003, 04:10 PM
errmm. I live in Forest Hill, a place in London, but anyway, it looks quite good :)
Puritania
09-02-2003, 04:10 AM
Wow, this looks pretty bad-ass. Are there two points that the allies spawn at?
Craftos
09-02-2003, 04:38 AM
PNG is compressed format, better than GIF.
Anyway it looks interesting altough I don't see much ;).
Yeah...the pics are really hard to shoot because there are trees and other bushes everywhere. It was hard to find some spots where you can actually see more than 25 feet. =) Anyhow, I'll try to get a beta out soon. Gotta figure out which map I will put out first since I'm working on 4 or so simultaneously.
Monk
Day of Defeat Forum Archive created by
Neil Jedrzejewski.
This in an partial archive of the old Day of Defeat forums orignally hosted by
Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.